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Driveable Vehicle : Attack Submarine

Categories Gameplay Features

Driveable Vehicle : Attack Submarine

When a project needs a driveable attack submarine that can be placed, tested, and used without assembling each part from scratch, this vehicle Blueprint gives a direct starting point. It combines the submarine itself with working guided torpedoes, cruise missiles, and a periscope that includes a tactical map. The setup is presented as a single Blueprint, so the full vehicle workflow stays in one place instead of being split across separate systems.

The asset is fully working and built from scratch, which makes the implementation feel focused on the submarine as a complete gameplay object rather than a partial prop. It can be used in any game or project, and a destroyed version of the submarine is included as well. That gives the vehicle a second state for wrecked scenes, aftermath moments, or any sequence where the active submarine needs to be replaced with damage already visible.

Surface level setup for the submarine

Placement starts with a simple step: drag and drop the submarine into the level at the desired position. From there, the Z position of the submarine needs to be copied and pasted into the exposed variable named Surface level. That variable is the key adjustment called out for getting the submarine to work properly in a level.

The process is short, but it matters because the submarine is meant to sit at the correct depth and surface reference in the scene. The workflow centers on matching the vehicle’s Z position with the Surface level variable, which keeps the setup grounded in the level itself instead of asking for a more complex initialization process. For teams that want a vehicle to be placed quickly and then tested in context, this is a straightforward handoff from content browser to playable scene.

Guided torpedoes and cruise missiles in the attack submarine

The weapon setup is one of the most concrete parts of the vehicle. The submarine includes working guided torpedoes and cruise missiles, giving it more than one attack option in the same package. Those systems are already part of the Blueprint, so the vehicle is not just a shell meant for later expansion.

That matters for any scene where the submarine has to do more than move through water. Guided torpedoes point toward target-driven combat, while cruise missiles add another layer to the vehicle’s offensive role. Because both are already included, the submarine can support gameplay that moves between underwater engagement and broader attack behavior without requiring separate weapon assemblies. The weapon set is paired with the rest of the vehicle, which keeps the implementation compact and easier to place inside a project’s existing flow.

Working periscope with tactical map

The periscope is not just a visual detail. It works with a tactical map, which gives the vehicle an embedded view for situational awareness. That turns the periscope into part of the gameplay structure rather than a decorative surface element.

For submarine scenes, that combination is especially practical because the player’s perspective often needs to change between movement, targeting, and observation. A working periscope with a tactical map supports that shift directly inside the submarine setup. It is another reason the asset reads as a complete driveable vehicle instead of a static model dressed up with separate effects. The same Blueprint that handles the submarine also holds this viewpoint layer, so the flow stays unified when the vehicle is used in a level.

Destroyed version of the submarine and custom character integration

Alongside the active vehicle, the project also includes a destroyed version of the submarine. That gives the asset a second state that can be used when the vehicle has already been hit, disabled, or replaced in a scene. The active form and the destroyed form make the submarine useful across more than one moment in production.

There is also a note about custom character integration, with the instruction to follow that guidance no matter which vehicle is in use. That makes character setup part of the implementation story, not an afterthought. The project is labeled as Demo V.1.0 and mentions a breakdown video, which suggests the vehicle has a documented demonstration alongside the working setup. Since the submarine is built from scratch and organized as one easy-to-use Blueprint, it fits projects that need a functional attack submarine already prepared for placement, control, weapon use, and a damaged follow-up state.

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